[OPTing] OPTech v2

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Re: [OPTing] OPTech v2

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General_Trageton

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Post by General_Trageton » Sun Oct 13, 2019 12:31 am

Hey Jeremy, I noticed another issue, which I don't completely understand:
In the illumination editor, some textures just won't be recognized. If I select a pixel/color, it just won't register. I have verified the textures have correct resolution and tried both 8bit and 32bit depth.
For other textures it just works fine.
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JeremyaFr
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Post by JeremyaFr » Sun Oct 13, 2019 2:26 pm

UPDATE
Hello,
I've fixed the texture pixel selection.

The problem was related to the texture DPI.

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General_Trageton

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Post by General_Trageton » Sun Oct 13, 2019 5:19 pm

YES! That did the trick! Thank you!
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General_Trageton

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Post by General_Trageton » Fri Jan 03, 2020 11:13 pm

Hey Jeremy, I have another challenge for you - 3 actually :) All have to do with rotation values.
1. Right now, when you mirror/mirror-duplicate a mesh, OPTech will flip the rotation value along the Y-axis. However, looking up the model in S-Foils Editor it becomes apparent that the values are flipped incorrectly. To elaborate, I'm taking the VSD's rotary wings as example.
The upper starboard wing currently has a its rotation set to:

Code: Select all

-8396;-32767;0
When flipping/mirroring it, the x-value is inverted:

Code: Select all

8396;-32767;0
At first glance, the red rotation axis aligns correctly. However, in S-Foils editor and ingame, the rotation is now inverted. To fix this, the axis needs to point the other way. Therefore, instead of the x-value, the y-value has to be inverted. The correct values would thus be:

Code: Select all

-8396;32767;0
2: Right now, when you move/mirror/duplicate/... a mesh, it carries along the rotation pivot. However, it doesn't do that when rotating the mesh. Would it be possible to carry over the Rotation's pivot coordinates when rotating?

3: OK now for the real juicy bit, this builds upon 1 and 2:
Could the rotation/translation/scale values also be converted when rotating a mesh? So, e.g. if I rotate a mesh by 90° along the Z-axis, the rotation values would be translated accordingly? This would be really great and EXTREMELY helpful when setting up gun turrets that are placed in odd angles.
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Darksaber

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Post by Darksaber » Fri Jan 03, 2020 11:29 pm

Seconded :2thumbs: :applaus:
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Post by Bman » Sat Jan 04, 2020 2:12 am

I third that too! :-) All three vectors, pivot Axis, Scaler (look), translation (up) all are usually at 90 degrees to each other. Any degree of setting the rotating pivot axis would nice if the other two could automatically calculate correct +/- values to use, at any 360* degree angles.
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Post by JeremyaFr » Sat Jan 04, 2020 3:04 pm

General_Trageton wrote:
Fri Jan 03, 2020 11:13 pm
Hey Jeremy, I have another challenge for you
challenge accepted

EDIT: link removed
Last edited by JeremyaFr on Sat Jan 04, 2020 7:20 pm, edited 1 time in total.

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General_Trageton

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Post by General_Trageton » Sat Jan 04, 2020 5:07 pm

Wow that was quick! Thanks Jeremy!

I've taken a look and the translation of the values upon rotation seems to work like a charm. I was afraid it wouldn't work because, so far, rotation would only work if the angles are achieved using, 0, 32767 and a third value to create the angle, otherwise the mesh would morph in weird ways (had that with the ATR) BUT setting up the correct angles and then rotating the mesh works just as well now.

Only thing that still needs work is the flipping function. Basically the outcome has to be like this:
- The Green axis (translation) is pointing the way the mesh(turret etc.) is facing
- The Red axis (rotation) has to point along the rotation axis, usually 90° upward of the green axis
- The Blue axis (scale) has to point LEFT at a 90° angle from the green or red axis.
Hope this was in any way helpful :D
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Post by JeremyaFr » Sat Jan 04, 2020 7:27 pm

OPTech_WIP.zip

I've fixed the axis rotation.
I've fixed an exception when opening the vanilla BWing.opt and selecting the wings.
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Post by JeremyaFr » Wed Jan 08, 2020 7:45 pm

UPDATE

Hello,
I've merged the changes from the WIP version into the stable version.

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